How Crucible's microtransactions were shaped by players

(Image credit: Amazon Games)

Amazon Games' free-to-play shooter Crucible is taking a novel approach to developing it's microtransactions, by letting players shape how they work. 

Crucible, which will launch on PC on May 20, allows players to earn Credits in game which can be used to purchase cosmetic items, emblems, banners, sign up for the Battle Pass, as well as character skin bundles and voices. However, if you'd rather speed up the process of unlocking them, you can buy Credits, with bulks running from $5 for 500 Credits to $79,99 for 10,000 of them. Most importantly, there'll be no loot boxes whatsoever. 

In a recent interview with GamesRadar, we spoke to Relentless Studios' Colin Johanson, who is the franchise lead on Crucible, about how the focus of developing these microtransactions was on building something for the players, shaped by players. 

"We went through a lot of different iterations of different systems," Johanson explains. "Where we started was from a position of… we didn't want it to be pay-to-win. We didn't want the perception that there was any power for payment. We knew we were making a competitive game, and as soon as you do that it sort of calls lots of things into question."

(Image credit: Amazon Games)

Relentless Studios' approach to microtransactions in Crucible has been similar to its efforts to playtest and balance the core game. Players were brought in early and frequently, helping the studio and publisher to refine its systems. "One of the things that's been really cool –  and a key part of development of this game – is we've been bringing in prospective members of the community all along."

"The first system we had we were like, 'Hey, you are all players, what would you think if this was our monetization system?' and they were like, '... no, that wouldn't be cool,'" laughs Johanson. "Amazon is very customer centric. You can win almost any argument at Amazon by saying like, 'well, is this what people really want? Do people want this thing?' And we've let that guide our policy with monetization." The result is a system that attempts to strike a careful balance between not affecting play and keeping you interested enough to invest if you're too impatient to earn Credits through regular play. 

"What we're trying to really do with this game, and this goes for monetization, is create a long term relationship with our player base. This is very in keeping with how Amazon works in business… we want you to play the game and we want you to play the game for years. We want you to be customers of our game and players of our game – to be into our game as much as you possibly can be for as long as you can be," says Johanson, adding, "[That's why] things like loot boxes – that have things that are super random and all that kind of stuff – those are those are not the way to go for us, especially." 

Want to learn more about Amazon's latest game? Check out our hands-on Crucible preview for more info on the colourful shooter. 

CATEGORIES
Josh West
Editor-in-Chief, 12DOVE

Josh West is the Editor-in-Chief of 12DOVE. He has over 15 years experience in online and print journalism, and holds a BA (Hons) in Journalism and Feature Writing. Prior to starting his current position, Josh has served as GR+'s Features Editor and Deputy Editor of games™ magazine, and has freelanced for numerous publications including 3D Artist, Edge magazine, iCreate, Metal Hammer, Play, Retro Gamer, and SFX. Additionally, he has appeared on the BBC and ITV to provide expert comment, written for Scholastic books, edited a book for Hachette, and worked as the Assistant Producer of the Future Games Show. In his spare time, Josh likes to play bass guitar and video games. Years ago, he was in a few movies and TV shows that you've definitely seen but will never be able to spot him in.

Latest in Games
Guitar Hero
Guitar Hero expert finally annihilates world record 200% speedrun of the game's hardest song after trying and failing 50,000 times
Atomfall screenshot
Fallout: New Vegas is a big inspiration for Atomfall, which is why you’ll be able to kill every NPC in post-apocalyptic Cumbria
soldiers dropping in from the sky and looking over verdansk
Warzone's original map is returning next month, but it's still not enough: "We don't just want Verdansk back. We want everything back"
Death Stranding 2
Death Stranding 2 packs on a third obvious Metal Gear Solid reference with cover art throwing back to MGS2's bizarre box art featuring Japanese pop superstar Gackt
A woman in a underwater machine waving during the cinematic teaser for Subnautica 2.
Subnautica 2: Everything we know about the new underwater survival game
People playing Finspan, the new game in the Wingspan series
The must-have fishy successor to Wingspan and Wyrmspan is discounted for the first time
Latest in News
Guitar Hero
Guitar Hero expert finally annihilates world record 200% speedrun of the game's hardest song after trying and failing 50,000 times
Emily Blunt in A Quiet Place Part 2
A Quiet Place 3 is finally happening, but it'll be a while because John Krasinski is so busy: "It's hard to get him"
Atomfall screenshot
Fallout: New Vegas is a big inspiration for Atomfall, which is why you’ll be able to kill every NPC in post-apocalyptic Cumbria
Giancarlo Esposito in The Electric State
The Electric State star Giancarlo Esposito explains why adapting the bleak novel into a family friendly adventure was the right decision: "I'm going to bring my children with me"
soldiers dropping in from the sky and looking over verdansk
Warzone's original map is returning next month, but it's still not enough: "We don't just want Verdansk back. We want everything back"
Penn Badgley and Charlotte Richie in You season 5
You season 5 trailer introduces Joe's new love interest and teases familiar faces in the final installment of the Netflix thriller